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Thread: Black Mage

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  1. #1
    Player
    Xander_Diabolos's Avatar
    Join Date
    May 2020
    Posts
    22
    Character
    Xander Drakkan
    World
    Diabolos
    Main Class
    Paladin Lv 90

    Black Mage

    First off... Just got 82 black mage (not rushing it to 90 SUPER fast).

    Already I feel they need to tone it down a bit.
    Enhanced Enochian III = 20% bonus damage
    Main and Mend II = 30% bonus damage (and healing? why)
    3 Stacks Astral Fire = 80% bonus damage

    Side note... why does Flare/Despair give astral fire for 15 seconds? Who doesn't Transpose RIGHT afterwards to Thunder III for proc'd Thundercloud or Foul/Xenoglossy (Transpose/Blizzard IV for 3 Umbral Heart for next Fire IV spam is another option).

    Also...
    Literally Every other Final Fantasy game...
    AoE Fire = Firaga
    Single Target Fire = Fire
    Stronger Single Target = Fire II

    Can we get Firaga / Firaga II instead of Fire II and "High Fire II"?
    Also... can we get Fire through Fire IV for boost in damage over time across levels and drop "Maim and Mend" which didn't make sense in the first place?
    Or maybe instead drop "Maim and Mend" and allow 5 stacks of astral fire and make damage on Astral Fire go from 40%>60%>80% do like a 20%>40%>60%>80%>100%. Also make Astral Fire stacks harder to get. A single Fire III seems too easy to get the +80% boost.
    Maybe they can add something to teleport around without breaking casting cause that is the biggest issue with some bosses.

    Example (and similar thing to Blizzard/Thunder):
    Level 1 - Fire (Single Target)
    Level 18 - Firaga (AoE)
    Level 35 - Fire II (Single Target) (replaces Fire)
    Level 60 - Fire III (Single Target) (replaces Fire II)
    Level 65 - Firaga II (AoE) (replaces Firaga)
    Level 70 - Fire IV (Single Target) (replaces Fire III)
    Level 82 - Firaga II (AoE 140 potency) (replaces Firaga II)
    Level 90 - Fire V (Single Target) (replaces Fire IV)
    (0)

  2. #2
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,366
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Xander_Diabolos View Post
    First off... Just got 82 black mage (not rushing it to 90 SUPER fast).

    Already I feel they need to tone it down a bit.
    Enhanced Enochian III = 20% bonus damage
    Main and Mend II = 30% bonus damage (and healing? why)
    3 Stacks Astral Fire = 80% bonus damage
    Wait, tone down, why? These are just values that make the numbers you'll see at level 90, there's nothing really shocking about it.
    (10)

  3. #3
    Player
    Xander_Diabolos's Avatar
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    May 2020
    Posts
    22
    Character
    Xander Drakkan
    World
    Diabolos
    Main Class
    Paladin Lv 90
    I was mostly talking about at 90, but I can talk about leveling process.
    RPR gets 300 potency at level 1 "Slice" and BLM has to wait until 20 to reach that with Fire.
    RDM gets 300 potency Verthunder/Veraero at levels 4/10 (I think potency increases to 360 at level 62 with enhanced Jolt)
    I realize these two jobs don't start at level 1, but should be balanced for Satasha (15 dungeon).

    Level 1:
    Fire = 180*1.4 = 252 effective potency with Astral Fire.
    Fire (until out of MP), Transpose, Thunder, Fire (Until out of MP) - simple rotation
    There are a few jobs that get 200+ potency damage for their primary attack (but you don't stay 1 for very long)

    Level 20: +25% damage from level 19
    Fire = 180*1.6*1.1 = 316 effective potency

    Level 35: about +32% damage from level 34
    Fire = 180*1.8*1.1 = 356 effective potency
    Fire III = 260*1.8*1.1 = 514 effective potency (but 40% chance of firestarter and not able to be spammed)
    Same as before, but - Fire 3, Fire (until Firestarter then do another Fire III)
    At this level your Astral Fire/Umbral Ice is at 3. You have 45 more levels until max level and besides Polyglot your gauge doesn't change at all from this point.

    Level 40: about +18% damage from level 39
    Fire = 180*1.8*1.3 = 421 effective potency
    Fire III = 260*1.8*1.3 = 608 effective potency

    Level 60: about +45% damage from level 59
    Fire IV means rotation removes Fire. Fire III to Fire IV until having to recast Fire III before Enochian wears off.
    Fire III = 260*1.8*1.3*1.05 = 638 effective potency
    Fire IV = 310*1.8*1.3*1.05 = 761 effective potency

    Level 90: about +14% damage from level 89
    Fire III = 260*1.8*1.3*1.2 = 730 effective potency
    Fire IV = 310*1.8*1.3*1.2 = 869 effective potency
    At least 2/3 of the spells you cast being Fire IV which becomes effectively 869 potency (really high for not being a 30+ second timer ability)

    DNC = Standard Finish 720 potency, but 2 actions required to do it and 30 second cooldown
    DNC = Technical Finish 1,200 potency, but 4 actions required to do it and 2 minute cooldown
    NIN = Hyosho Ranryu 1,300 potency, but is locked behind 60 second Kassatsu cooldown
    MNK = Rising Phoenix 700 potency, but requires all 3 beast chakra to use
    MNK = Phantom Rush 1150 potency, but requires all 3 beast chakra + Lunar and Solar chakra
    BRD = Barrage + Refulgent Arrow is 280*3=840 effective potency. Barrage is 2 min cooldown

    I think the reason BLM is considered "balanced" is the amount of movement to avoid AoEs later on that mean you have to interrupt Fire IV. Triple cast can help mitigate this, but if Triple cast is down you are stuck casting 100 potency Scathe.

    That being said Black Mage is always expected to be glass cannon. Having a spell be that powerful is almost expected. I just wish it was more consistent across all levels rather than hating "Leveling Roulette" when it pops for 59- as BLM.
    (0)

  4. #4
    Player
    Karni's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    18
    Character
    Smol Kahboom
    World
    Behemoth
    Main Class
    Black Mage Lv 90
    Why is it that some new players nowadays always ask to change the core foundation of job before they even finish leveling it? What happened to taking a bit patience and time and truly learn and understand the full job before wanting to dismantle it.
    (25)

  5. 02-15-2022 11:16 PM

  6. #6
    Player
    Gruntler's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Karni View Post
    Why is it that some new players nowadays always ask to change the core foundation of job before they even finish leveling it? What happened to taking a bit patience and time and truly learn and understand the full job before wanting to dismantle it.
    but Dancer would be far better improved if it were a healing class that healed through melee attacks I should know I have dancer at 71 and therefore I know what I'm talking about regarding its place in the raiding game and I know all about the raiding i've got my orbonne monestary clear though not on dancer tg cid is too hard for me and dancer isn't a healer
    (3)

  7. #7
    Player
    popotaro's Avatar
    Join Date
    Sep 2013
    Location
    The Fantastic Gramarye Circus
    Posts
    171
    Character
    Momotaro Popotaro
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Please stop this.
    (5)

  8. #8
    Player SeiyaSoiya's Avatar
    Join Date
    Apr 2016
    Posts
    361
    Character
    Hariette Reina-cuento
    World
    Marilith
    Main Class
    Gladiator Lv 90
    Why would you transpose for thunder?
    Why would you transpose for foul/xeno?

    Why would you ever use aoe spells outside kiddie content like dungeons

    Are you trying to normalize all potencies across all dps jobs on every level bracket? If so, why?
    (9)

  9. #9
    Player
    Xander_Diabolos's Avatar
    Join Date
    May 2020
    Posts
    22
    Character
    Xander Drakkan
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by SeiyaSoiya View Post
    Why would you transpose for thunder?
    Why would you transpose for foul/xeno?
    Why would you Thunder/Foul/Xenoglossy during Astral Fire? It isn't that transpose makes Thunder/Foul/Xenoglossy stronger... It is more waiting for MP to tick while under Umbral Ice and that usually is 2-3 spells. Xenoglossy/Blizzard IV/Thunder III for me on single targets before starting Fire rotation again for me.
    https://forum.square-enix.com/ffxiv/...ying-BLM-wrong
    (0)

  10. #10
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,167
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Xander_Diabolos View Post
    Firaga
    That's not how the naming scheme works in "literally every other Final Fantasy" though; in the classic FFs that use suffix naming, the suffixes are just fantastical substitutes for 1/2/3/4. Classic cartridge-era FFs in English used 1/2/3/4 or --/II/III/IV. Final Fantasy XI used roman numberals to indicate relative power level but also introduced meaning-bearing suffixes that indicated spell range and radius, where -- was single target, -ra was caster-centered AoE, -ga was target-centered AoE, and -ja was target-centered AoE with vulnerability.

    Thread: Skill Name Change - Black Mage
    Quote Originally Posted by Rongway View Post
    We have this conversation often around here. tl;dr, the devs decided to use roman numerals in the English localization and that's just what we have to live with. It won't be changed.

    From a UI/UX standpoint, a suffix system would work if it were like the one used in FFXI, where the suffixes were meaningful--
    • Base spells: single target
    • -ra spells: AoE centered on caster
    • -ga spells: AoE centered on target
    • -ja spells: AoE centered on target and reduces target's resistance to subsequent uses of the spell

    --so they weren't just power indicators. In that system, they also used roman numerals to denote different power levels of spells with the same target scheme. If BLM and WHM spells used that same system, it would look something like this:

    Current system >> Suffix system
    • Fire » Fire
    • Fire II » Firaga
    • Fire III » Fire II
    • Fire IV » Fire III
    • Blizzard » Blizzard
    • Blizzard II » Blizzara
    • Blizzard III » Blizzard II
    • Blizzard IV » Blizzard III
    • Thunder » Thunder
    • Thunder II » Thundaga
    • Thunder III » Thunder II
    • Thunder IV » Thundaga II
    • Cure » Cure
    • Cure II » Cure II
    • Cure III » Curaga
    • Medica » Cura
    • Medica II » Cura II

    However, still from a UI/UX perspective, if you wanted to just rename Fire/II/III/IV to Fire/Fira/Firaga/Firaja, then it would be no different from naming them Fire/II/III/IV except that then people would have to learn to associate --/-ra/-ga/-ja with the meanings of 1/2/3/4 or A/B/C/D, which would be an additional cognitive load on the user. Therefore, if we're not going to use meaning-bearing suffixes like XI uses, the more user friendly choice is just to number the spells.
    By now, we have what we have, and changing things would just cause even more confusion, especially since most people don't bother to restrict their search results to the past 6 months when looking up information on this game and there's a lot of outdated information on the web. You'll have people looking up rotations and wondering why they're being told to spam a single target spell on a group of trash mobs, or why their III spells aren't extending their Aspect timers, and some people will take the outdated authors at their word instead of realizing they need to find more current information.
    (1)
    Last edited by Rongway; 02-11-2022 at 06:03 PM.

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